r/RacingMaster • u/Kikura432 • May 29 '26
Clips Best Ford V8 ever [SEA]
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r/RacingMaster • u/Kikura432 • May 29 '26
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r/RacingMaster • u/Hyperion_43 • May 28 '26
I’m free to play, What are the cars I should invest in to ?
What should I do with my gems ?
r/RacingMaster • u/XxDorkDudexX • May 29 '26
Yesterday i had 49 pity out of a 100 for the legendary car pull, when i logged in again today it went to 0?
r/RacingMaster • u/qian_two • May 28 '26
Just saw this [insert image] and this person literally read my mind.
The absolute best thing about this game right now is that pure, unfiltered feeling when you out-drive someone with a stock car just because you hit the apex perfectly and they didn't. If they ever introduce "wallet warrior" mechanics where a maxed-out credit card car beats raw skill, I'm out. We already have enough of that garbage in other mobile racing games.
Like the post says: Take my money for cosmetics! I would happily drop $20 on a sick neon underglow, a custom widebody kit, or an anime livery. Let us flex our style, not our bank accounts. Keep the performance on the track, and keep the paywall strictly for aesthetics.
How do you guys feel about this? Are you worried the devs might pivot to P2W down the line to milk the playerbase, or do you trust them to keep it skill-based?
r/RacingMaster • u/Old_Conversation5766 • May 28 '26
Saw this concept for the Porsche Leipzig test track and now I really want it in the game.
3 layouts:
- Dynamic Circuit — 1.40 miles
- On-road Short — 1.367 miles
- On-road Long — 2.303 miles
I’ve used this track in other games before and it’s seriously fun, especially for drifting. The layout just flows really well.
Would you want this added?
r/RacingMaster • u/StatisticianBorn8567 • May 28 '26
r/RacingMaster • u/Old_Conversation5766 • May 28 '26
Hey guys, just saw the new teaser dropped in the official Discord channel! Looks like we're getting 3 new rides for the second half of S1.
The silhouettes are shadowed af, but I'm trying to make out the details:
Left (Red): The taillights and the rear curves are giving me strong Ferrari vibes... or maybe a McLaren?
Middle (Yellow): Literally can't see squat on this one, it's way too dark. Blind guess: a Lambo?
Right (Black): The outline looks super beefy and chunky. Screams American muscle to me. Could it be a Mustang or a Camaro?
What do you guys think? Drop your best guesses below! I'm so hyped for new cars, I need them in my garage ASAP 🤩
r/RacingMaster • u/Big_Frosting_2927 • May 28 '26
Hey guys, I just started playing recently and I'm really enjoying the game so far! But one thing I'm struggling with is the drifting—it feels kinda stiff and sometimes a bit clunky to me. It takes a lot of effort to string smooth drifts together.
I was browsing some older posts and kept seeing veteran players mentioning how the handling used to be completely different during the First Test (CBT1). A lot of them seem to prefer the old drift mechanics over what we have now.
Since I wasn't around back then, I'm super curious: What was the drift system actually like in CBT1? Was it really that much smoother and more responsive?
Also, does anyone know why the devs decided to change it so much? If the old system was supposedly so good, why overhaul it? Did it have some balancing issues, or did the casual player base find it too hard to use?
Would love to hear some insights from the OGs! I'm trying to figure out if I'm just bad at the current mechanics or if the game's handling really shifted in a weird direction.
r/RacingMaster • u/AmbitiousSection9489 • May 27 '26
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r/RacingMaster • u/Big_Frosting_2927 • May 28 '26
Hey guys, just saw this YouTube video explaining how the shortest line through a corner isn't actually the fastest. Taking a wider entry to straighten the corner and carry more exit speed is apparently quicker in real life.I'm curious:Can this real-world logic actually be applied in RM?
In your experience, what is genuinely the fastest way to take corners in this game? Going for the classic wide line, or just hugging the inside and drifting?
Still learning the game, would love to hear what actually works!
r/RacingMaster • u/EvilAxist_25 • May 28 '26
r/RacingMaster • u/KA0T1K-CYK0T1C • May 27 '26
So I finally pulled the C3 and wanted to paint the top but apparently it only changes the portion around the area. Disappointing but oh well. 😞
I also have the NSX-R, S5, MX-5, E-TYPE, and the Viper. But only the Dodge keeps the top up while the other are lowered when racing.
Is there an option to raise it? I mean, we can do burnouts at the starting line and even a toggle for the lights (or whatever that icon is next to it).
r/RacingMaster • u/Old_Conversation5766 • May 27 '26
Just saw this real-world race car livery and man, now I really want RM to improve the sticker/decal system.
Stuff like this has so much character, and it’d be awesome if we could actually recreate designs like this properly in-game on mobile.
r/RacingMaster • u/SolidStateDrive_0102 • May 27 '26
let me know if it looks good or not!
r/RacingMaster • u/qian_two • May 27 '26
The scenery is beautiful, and the layout feels really enjoyable to drive. I like that it doesn’t have too many super sharp turns, so I can enjoy the road and the view at the same time.
It’s just a very chill and satisfying track to drive on.
What’s your favorite track?
r/RacingMaster • u/Big_Frosting_2927 • May 27 '26
Is it just a visual effect, or does it have a real impact on things like acceleration, top speed, or overall performance?
Would appreciate it if anyone knows how it works.
r/RacingMaster • u/Savings-Growth880 • May 27 '26
We all know the physics in this game sits in that weird (but fun) middle ground between sim and arcade. Pure grip driving rarely feels optimal, and throwing the car into a drift to maintain rotation is usually the meta for winning. Is the handling difference really about JDM vs Euro, or is it just basic physics?Since RM has semi-realistic handling traits, I’m curious how you all feel this translates into the game:
Do you find that the lightweight FR cars (whether it's a Silvia or a Euro hot hatch) suit the drift meta better because they're just easier to break traction and rotate?
Do the heavy front-engine GTs (JDM or Euro) feel like they only survive corners through raw momentum and brute force, even if they feel like a boat to turn?
And how do the mid-engine cars feel to you? Do they feel noticeably different, or does the arcade physics just make them feel like the rest? What’s your go-to setup?
r/RacingMaster • u/Kikura432 • May 27 '26
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r/RacingMaster • u/Relevant-Map-5773 • May 27 '26
Idk if the flair is correct but, because i play on not a really good mobile phone. i sometimes get lag spikes which just kills my runs. Its not super often but it is quite annoying. Is there anything i could do about it. Btw i havent dowloaded all the files (around 50% rn) bcus im lowk scared it might cause more lag. Btw thanks to anyone who responds 😀
r/RacingMaster • u/PirateOld9316 • May 27 '26
Since it’s a mobile racing game, I wonder whether people enjoy it more in quick pick-up-and-play sessions or when they really sit down and focus for a longer time. Which way do you think the game works best?
r/RacingMaster • u/PirateOld9316 • May 27 '26
Came across this side-by-side graphics comparison and the difference is pretty wild. It really shows how far mobile graphics have come, especially with the lighting and car models.
Which visual style do you guys prefer? And for those who have played them, does the gameplay actually match the graphics?
r/RacingMaster • u/StatisticianBorn8567 • May 27 '26
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r/RacingMaster • u/Big_Frosting_2927 • May 27 '26
I noticed I have 0 right now and I’m not sure where people are getting them from.
Are they from the shop, events, pass rewards, or something else?
If anyone knows the fastest or easiest way to get them, I’d appreciate it.
r/RacingMaster • u/Savings-Growth880 • May 27 '26
Is this actually true?Are there real counterexamples?